When adjusting allocations, don't query height for the current width,
but query it for the adjusted width.
And adjust width not to the width-for-any-height, but to
width-for-allocated-height.
Even when we have tons of width available, still do the wrapping at
max-width-chars.
This is what happened in GTK3, too, but it happened automatically
because GTK3 did for_size = MIN (for_size, nat_size) and GTK4 does not.
So we do this manually in the label now.
Fixes the label-sizing.ui reftest.
Ideally this would be using box layout, but it overrides measure() so it's
not possible - so reimplement it instead. Fix an accidentally int division
along the way.
Make it use gdk_memory_texture_from_texture().
Also make gdk_memory_format_alpha() privately available so that we can
detect if an image contains an alpha channel.
This is a port of the fix in the quartz backend to the new macOS backend.
From the original commit:
In macOS-12.sdk CGContextConverSizeToDeviceSpace returns a negative
height and passing that to CGContextScaleCTM in turn causes the cairo
surface to draw outside the window where it can't be seen. Passing the
absolute values of the scale factors fixes the display on macOS 12 without
affecting earlier macOS versions.
Don't pass texture + rect, but instead have
gdk_memory_texture_new_subtexture()
and use it to generate subtextures and pass them.
This has the advantage of downloading the a too large texture only once
instead of N times.
Close widget-factory and observe:
Thread 1:
* acquire main loop
* handle close button
* close window
* dispose video and media stream
* stop GstPlayer
WAIT on pipeline stopping
Thread 2:
* prepare next image in pipeline
* hand image to GtkGstSink
* create GdkTexture from image
* gdk_gl_texture_new() determines format
WAIT on acquiring main loop
Sounds like a deadlock?
Indeed, so don't do that.
It does not belong in GdkGLContext, it's a renderer thing.
It's also the only user of that API.
Introduce gdk_gl_context_check_version() private API to make version
checks simpler.
It turns out glReadPixels() cannot convert pixels and you are only
allowed to pass a single value into the function arguments. You need to
know which ones or things will explode.
GL is great.
The resource compiler in the Windows 11 SDK does not allow one to include
winuser.h directly in resource scripts (.rc) with a rather cryptic error
message, so fix generating the .rc file to embed the UAC manifest by including
windows.h with WIN32_LEAN_AND_MEAN instead.
The rc.exe that comes with the Windows 11 SDK does not allow one to include
winuser.h directly in the .rc scripts, so make sure that it is not included
by gtk-win32.rc.body.in, but instead include windows.h with WIN32_LEAN_AND_MEAN
defined.